I've read your comments. Espcecially Sanctuary is often mentioned. Unfortunately, I can't find any dedicated spawn point for attackers inside the borders of the town. I've used the plugin Settlement Management Software (http://www.nexusmods.com/fallout4/mods/12032/?) as help, too. I' know what you mean, I've had attacks some times in the middle of a settlement, too. But I'm not sure, whether it is some deeper problem with scripting or an engine problem as I can't reproduce these weird attacks which do not care about the spawn points and just spawn in the middle of a settlement. If someone has an idea, just tell me. Moreover, in some settlements (stated in the description) have one of their attack spawn points as fast travel point, whereby it moves when you place a fast travel mat.
Wait. Am I misunderstanding you, or are you saying that creating a fast travel mat inside Zuminja move the enemy spawn inside? It would explain how I'm suddenly getting attackers in the middle of the settlement in addition to the ones that continually spawn inside the foundation of the building so that I have to enter building mode and move foundation pieces to get at them.
Unfortunately, I'm not sure it's working for me... Same question as ybo1233 : according to Settlement Management Software, in Greentop Nursery the closest spawning point (just near the greenhouse) did not move. Same thing in Oberland station, one point is still deep inside the settlement. I didn't check the others.
As you mentioned using SMS too, I guess it means that the spawning point was actually not moved. What can I do about it? Can it be related to the loading order of my mods?
Yes. Moving a mat which is linked to a spawn points moves the attack point with it. It is the same for Egret Tours Marina. Very annoying. When I have free time, I may take a look at it. Settlement Management Software shows the new location. Do you have any other settlement mods installed?
Yes, I have some other mods related to settlements: 1x1 craftable foundations, better beds, craftable fertilizer, snappable junk fences and other crafting mods. SMS, Clean Settlement, Place everywhere, Lights out, Better warning, and Snap'n'build are more "general" settlement mods. And also the Rebuilt Series and two Hangman's Alley mods.
I don't know how to get the loading order list but I'll come back as soon as I find out (any hint about this?)
I do have a lot of settlement crafting mods, but I moved your mod to the lower end of my load order and spawn points are still showing up deep inside the borders of several settlements such as Oberland Station, Somerville Place and County Crossing, to just name a few.
I might have found what was wrong: I had the "Far Harbour" version of the mod. I thought that meant it was the mod INCLUDING Far Harbour but then I checked the content of the esp file and found it didn't change so much things.
I thought I had make a mistake so I suppressed it and downloaded it again. I got the FH file again. The thing is I used the " Download (NMM)" button. So I tried to download it manually and only there I realized that there were two different files and the one named FH had a comment saying "ONLY Far Harbor" (and not "INCLUDING Far Harbor" as I thought).
Long story short, it seems that the " Download (NMM)" button on the main page is linked to the Far Harbor ONLY version of the mod. The full version is on the "manual" download page (where another button offers to download with NMM, and works).
I didn't test the mod again because I'm on survival mod and far from my settlements but I'm now quite confident (O:
May i ask if Vault 88 will be getting this sweet treatment from you? Cause it would be nice if they would spawn at the entrance like you would expect. for the love of all that is holy they spawn in walls and inside my atrium all the time and it gets annoying to clean up all my carefully placed decor ^^ Thank you for your time.
the reason this happens is that fallout 4 has a cell reset system implemented, that randomizes ALL actors in the cell, much like dummyitems do, but via script. its apparent purpose is so that npcs aren't in the exact same position when you re-enter a cell 4 days later. Example: in diamond city the first time you enter, if you left while piper was walking towards her office, and came back an ingame week later, she would be there, as if time had magically frozen. with this cell reset system, she will teleport to her office during the loading screen. i've tried disabling it, but it either freezes the game, all npcs everywhere, or crashes and corrupts the save. then again i have very little (read: nill) experience with scripts. the reason raiders, muties and anything attacking your settlements wind up dead center is that they arent set to interact with your settlement like say, a settler is. a settler will sleep, eat, use furniture and worstations. a raider is hostile though, and since it isnt set to interact with any of that, the engine can't fgure out where the f*ck to stick em, so Bethesda, in their infinite wisdom (or lack of a solution), left a bug in that will let them teleport to the absolute center of the cell...
TLR it's a script to "immersify" the game by randomizing npc placement so they aren't frozen every time you leave a cell.
Hi, I've been wondering if you could make a patch or something for the Build High mod, which expands the settlements' borders. Either that or some way of personally moving spawn points?
I,ve had several attacks inside Oberland Station - seem to spawn about 10 - 20 feet to right of workbench. This is a problem, cause Oberland just doesn't have enough room to set up a kill zone like I did at Egret Marina (which works awesomely, btw!)
Found out this is what was causing occasional CTD's...and never ever being attacked at all. Interesting. This is obviously the result of the Fallout 4 updates since 2016. The updates messed with spawns, levelled lists, some scripts, and even global modifiers and scales. So I didn't think this would work, but it DID work for me back in the day, so I'm coming back to say thank you so much for your work. It was really fun. I appreciate you.
I just wanted to clear up some confusion with this mod. So this mod does not use scripts or anything it just simply moves the spawn points outside the settlment thats it that all done and fin. The mod by its nature cannot cause CTDs and does in fact work as is. The issue with this mod is actually that the mod author only took 1 spawn point per location and didnt include many locations such as Sanctuary which is why so many people reported issues in Sanactuary. That being said what needed to be done is taking all the "Edge" points for each settlement and moving them and identifying the other spawn markers and well I would name them edge as well like they do in vanilla cuz a lot of them arnt named. thats all. I might do this for all of you since apparently no one has done this and except for get off my build zone mod but that mod was deleted. So as a conclusion this mod does work wont cause CTDs but does not cover every spawn point or settlement.
A example of what im talking about is that there are 4 missing sanctuary spawn points from this mod meaning there are 4 points were enemies will spawn in sanctuary. If you move the marker the spawn is outside its that easy. But given the nature of the edits this mod has to be last to near last in your load order and you have to patch if there are conflicts otherwise you might not get attacks generated correctly :)
Yeah you're absolutely right, Edmond. Thank you for taking the time to explain all that to me. I appreciate it. This mod has actually never caused a CTD. I was sorely mistaken. Again, thanks, Edmond, that is some incredibly fascinating stuff. I wonder if anyone has ever thought of doing this to completion.
Is this mod safe to uninstall / reinstall mid playthrough? I have yet to be attacked in my sanctuary hills settlement and wanted to check if the mod was perhaps the cause for that. My defense is only at 48 while I have 300+ water and 40-50 food coming in + electricity so I should in theory definitely get attacked.
Edit: I just went ahead and tested disabling the mod on a secondary save and actually got attacked 2 times for the first time ever so I guess there's either something wrong with this mod OR something in my modlist was just incompatible with it.
Settlement attacks work by rolling a random number each ingame day. The result is not dependant on your ressources you generate each day or mainly on ressources stockpiled in your workshop but mainly happiness. A 100% happy settlement has roughly a 2% chance an attack takes place. In other words the game rolls a 100 sided die each day and an attack only occurs if it rolls a 1 or 2.
A few special occasions also are accounted for. Mind you these are not all exceptions/modifications.
If you have a number of wild animals via the cages in your settlement you can get attacked by this type of animals attempting to break their buddy out. That one is seperate from the "normal" settlement attacks but do not happen on the same day. Essentially a second attempt at starting an attack.
Robots have a max happiness of 50 but the settlement attack system seems to ignore them. A settlement with 50 happiness should have an attack probability of roughly 33% yet settlements with only robots (in my game the mechanists lair) rarely get attacked. It happens but very rarely.
you know bethesda made them spawn out of the settlements borders but sense time never stops unless you pase the game time will still go one even if you fast travel so to the player they looked like they spawned inside (they technically did) so you can blame time not the devs
The theory is that settlement attack spawns are also tied to your fast travel marker position. Place mat outside walls so when you fast travel to assist defense later on, the spawn will likely occur outside too.
Would like to add that this mod has fixed a major problem I've been having at Somerville Place. I built a gunner cage facility here, but every time the settlement is attacked, they spawn inside the floors of my facility. This mod has corrected this major inconvenience, and I greatly appreciate that.
172 comments
If someone has an idea, just tell me.
Moreover, in some settlements (stated in the description) have one of their attack spawn points as fast travel point, whereby it moves when you place a fast travel mat.
Because it still show one spawn point inside my barrack in Oberland Station :-(
Thanks for your reply and this mod.
Unfortunately, I'm not sure it's working for me...
Same question as ybo1233 : according to Settlement Management Software, in Greentop Nursery the closest spawning point (just near the greenhouse) did not move.
Same thing in Oberland station, one point is still deep inside the settlement.
I didn't check the others.
As you mentioned using SMS too, I guess it means that the spawning point was actually not moved. What can I do about it? Can it be related to the loading order of my mods?
Settlement Management Software shows the new location. Do you have any other settlement mods installed?
1x1 craftable foundations, better beds, craftable fertilizer, snappable junk fences and other crafting mods.
SMS, Clean Settlement, Place everywhere, Lights out, Better warning, and Snap'n'build are more "general" settlement mods.
And also the Rebuilt Series and two Hangman's Alley mods.
I don't know how to get the loading order list but I'll come back as soon as I find out (any hint about this?)
I had the "Far Harbour" version of the mod. I thought that meant it was the mod INCLUDING Far Harbour but then I checked the content of the esp file and found it didn't change so much things.
I thought I had make a mistake so I suppressed it and downloaded it again. I got the FH file again. The thing is I used the " Download (NMM)" button.
So I tried to download it manually and only there I realized that there were two different files and the one named FH had a comment saying "ONLY Far Harbor" (and not "INCLUDING Far Harbor" as I thought).
Long story short, it seems that the " Download (NMM)" button on the main page is linked to the Far Harbor ONLY version of the mod.
The full version is on the "manual" download page (where another button offers to download with NMM, and works).
I didn't test the mod again because I'm on survival mod and far from my settlements but I'm now quite confident (O:
TLR
it's a script to "immersify" the game by randomizing npc placement so they aren't frozen every time you leave a cell.
A example of what im talking about is that there are 4 missing sanctuary spawn points from this mod meaning there are 4 points were enemies will spawn in sanctuary. If you move the marker the spawn is outside its that easy. But given the nature of the edits this mod has to be last to near last in your load order and you have to patch if there are conflicts otherwise you might not get attacks generated correctly :)
https://www.nexusmods.com/fallout4/mods/57685
Edit: I just went ahead and tested disabling the mod on a secondary save and actually got attacked 2 times for the first time ever so I guess there's either something wrong with this mod OR something in my modlist was just incompatible with it.
Settlement attacks work by rolling a random number each ingame day.
The result is not dependant on your ressources you generate each day or mainly on ressources stockpiled in your workshop but mainly happiness.
A 100% happy settlement has roughly a 2% chance an attack takes place.
In other words the game rolls a 100 sided die each day and an attack only occurs if it rolls a 1 or 2.
A few special occasions also are accounted for. Mind you these are not all exceptions/modifications.
If you have a number of wild animals via the cages in your settlement you can get attacked by this type of animals attempting to break their buddy out.
That one is seperate from the "normal" settlement attacks but do not happen on the same day.
Essentially a second attempt at starting an attack.
Robots have a max happiness of 50 but the settlement attack system seems to ignore them. A settlement with 50 happiness should have an attack probability of roughly 33% yet settlements with only robots (in my game the mechanists lair) rarely get attacked. It happens but very rarely.